/*
* Copyright (C) 2008-2016 TrinityCore
* Copyright (C) 2005-2009 MaNGOS
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#ifndef __BATTLEGROUND_H
#define __BATTLEGROUND_H
#include "ArenaScore.h"
#include "Common.h"
#include "SharedDefines.h"
#include "DBCEnums.h"
#include "WorldPacket.h"
#include "Object.h"
#include "GameObject.h"
#include "Packets/WorldStatePackets.h"
#include "Packets/BattlegroundPackets.h"
#include "EventMap.h"
class Creature;
class GameObject;
class Group;
class Player;
class Unit;
class WorldObject;
class WorldPacket;
class BattlegroundMap;
struct PvPDifficultyEntry;
struct WorldSafeLocsEntry;
enum BattlegroundCriteriaId
{
BG_CRITERIA_CHECK_RESILIENT_VICTORY,
BG_CRITERIA_CHECK_SAVE_THE_DAY,
BG_CRITERIA_CHECK_EVERYTHING_COUNTS,
BG_CRITERIA_CHECK_AV_PERFECTION,
BG_CRITERIA_CHECK_DEFENSE_OF_THE_ANCIENTS,
BG_CRITERIA_CHECK_NOT_EVEN_A_SCRATCH,
};
enum BattlegroundSounds
{
SOUND_HORDE_WINS = 8454,
SOUND_ALLIANCE_WINS = 8455,
SOUND_BG_START = 3439,
SOUND_BG_START_L70ETC = 11803
};
enum BattlegroundQuests
{
SPELL_WS_QUEST_REWARD = 43483,
SPELL_AB_QUEST_REWARD = 43484,
SPELL_AV_QUEST_REWARD = 43475,
SPELL_AV_QUEST_KILLED_BOSS = 23658,
SPELL_EY_QUEST_REWARD = 43477,
SPELL_SA_QUEST_REWARD = 61213,
SPELL_AB_QUEST_REWARD_4_BASES = 24061,
SPELL_AB_QUEST_REWARD_5_BASES = 24064
};
enum BattlegroundMarks
{
SPELL_WS_MARK_LOSER = 24950,
SPELL_WS_MARK_WINNER = 24951,
SPELL_AB_MARK_LOSER = 24952,
SPELL_AB_MARK_WINNER = 24953,
SPELL_AV_MARK_LOSER = 24954,
SPELL_AV_MARK_WINNER = 24955,
SPELL_SA_MARK_WINNER = 61160,
SPELL_SA_MARK_LOSER = 61159,
ITEM_AV_MARK_OF_HONOR = 20560,
ITEM_WS_MARK_OF_HONOR = 20558,
ITEM_AB_MARK_OF_HONOR = 20559,
ITEM_EY_MARK_OF_HONOR = 29024,
ITEM_SA_MARK_OF_HONOR = 42425
};
enum BattlegroundMarksCount
{
ITEM_WINNER_COUNT = 3,
ITEM_LOSER_COUNT = 1
};
enum BattlegroundCreatures
{
BG_CREATURE_ENTRY_A_SPIRITGUIDE = 13116, // alliance
BG_CREATURE_ENTRY_H_SPIRITGUIDE = 13117 // horde
};
enum BattlegroundSpells
{
SPELL_WAITING_FOR_RESURRECT = 2584, // Waiting to Resurrect
SPELL_SPIRIT_HEAL_CHANNEL = 22011, // Spirit Heal Channel
SPELL_SPIRIT_HEAL = 22012, // Spirit Heal
SPELL_RESURRECTION_VISUAL = 24171, // Resurrection Impact Visual
SPELL_ARENA_PREPARATION = 32727, // use this one, 32728 not correct
SPELL_PREPARATION = 44521, // Preparation
SPELL_SPIRIT_HEAL_MANA = 44535, // Spirit Heal
SPELL_RECENTLY_DROPPED_FLAG = 42792, // Recently Dropped Flag
SPELL_AURA_PLAYER_INACTIVE = 43681, // Inactive
SPELL_HONORABLE_DEFENDER_25Y = 68652, // +50% honor when standing at a capture point that you control, 25yards radius (added in 3.2)
SPELL_HONORABLE_DEFENDER_60Y = 66157 // +50% honor when standing at a capture point that you control, 60yards radius (added in 3.2), probably for 40+ player battlegrounds
};
enum BattlegroundTimeIntervals
{
CHECK_PLAYER_POSITION_INVERVAL = 1000, // ms
RESURRECTION_INTERVAL = 30000, // ms
//REMIND_INTERVAL = 10000, // ms
INVITATION_REMIND_TIME = 20000, // ms
INVITE_ACCEPT_WAIT_TIME = 90000, // ms
TIME_AUTOCLOSE_BATTLEGROUND = 120000, // ms
MAX_OFFLINE_TIME = 300, // secs
RESPAWN_ONE_DAY = 86400, // secs
RESPAWN_IMMEDIATELY = 0, // secs
BUFF_RESPAWN_TIME = 180, // secs
BATTLEGROUND_COUNTDOWN_MAX = 120, // secs
ARENA_COUNTDOWN_MAX = 60, // secs
PLAYER_POSITION_UPDATE_INTERVAL = 5 // secs
};
enum BattlegroundStartTimeIntervals
{
BG_START_DELAY_2M = 120000, // ms (2 minutes)
BG_START_DELAY_1M = 60000, // ms (1 minute)
BG_START_DELAY_30S = 30000, // ms (30 seconds)
BG_START_DELAY_15S = 15000, // ms (15 seconds) Used only in arena
BG_START_DELAY_NONE = 0 // ms
};
enum BattlegroundBuffObjects
{
BG_OBJECTID_SPEEDBUFF_ENTRY = 179871,
BG_OBJECTID_REGENBUFF_ENTRY = 179904,
BG_OBJECTID_BERSERKERBUFF_ENTRY = 179905
};
uint32 const Buff_Entries[3] = { BG_OBJECTID_SPEEDBUFF_ENTRY, BG_OBJECTID_REGENBUFF_ENTRY, BG_OBJECTID_BERSERKERBUFF_ENTRY };
enum BattlegroundStatus
{
STATUS_NONE = 0, // first status, should mean bg is not instance
STATUS_WAIT_QUEUE = 1, // means bg is empty and waiting for queue
STATUS_WAIT_JOIN = 2, // this means, that BG has already started and it is waiting for more players
STATUS_IN_PROGRESS = 3, // means bg is running
STATUS_WAIT_LEAVE = 4 // means some faction has won BG and it is ending
};
struct BattlegroundPlayer
{
time_t OfflineRemoveTime; // for tracking and removing offline players from queue after 5 minutes
uint32 Team; // Player's team
int32 ActiveSpec; // Player's active spec
};
struct BattlegroundObjectInfo
{
BattlegroundObjectInfo() : object(NULL), timer(0), spellid(0) { }
GameObject *object;
int32 timer;
uint32 spellid;
};
enum ArenaType
{
ARENA_TYPE_2v2 = 2,
ARENA_TYPE_3v3 = 3,
ARENA_TYPE_5v5 = 5
};
enum BattlegroundStartingEvents
{
BG_STARTING_EVENT_NONE = 0x00,
BG_STARTING_EVENT_1 = 0x01,
BG_STARTING_EVENT_2 = 0x02,
BG_STARTING_EVENT_3 = 0x04,
BG_STARTING_EVENT_4 = 0x08
};
enum BattlegroundStartingEventsIds
{
BG_STARTING_EVENT_FIRST = 0,
BG_STARTING_EVENT_SECOND = 1,
BG_STARTING_EVENT_THIRD = 2,
BG_STARTING_EVENT_FOURTH = 3
};
#define BG_STARTING_EVENT_COUNT 4
enum BGHonorMode
{
BG_NORMAL = 0,
BG_HOLIDAY,
BG_HONOR_MODE_NUM
};
#define BG_AWARD_ARENA_POINTS_MIN_LEVEL 71
#define ARENA_TIMELIMIT_POINTS_LOSS -16
enum BattlegroundPlayerPositionConstants
{
PLAYER_POSITION_ICON_NONE = 0,
PLAYER_POSITION_ICON_HORDE_FLAG = 1,
PLAYER_POSITION_ICON_ALLIANCE_FLAG = 2,
PLAYER_POSITION_ARENA_SLOT_NONE = 1,
PLAYER_POSITION_ARENA_SLOT_1 = 2,
PLAYER_POSITION_ARENA_SLOT_2 = 3,
PLAYER_POSITION_ARENA_SLOT_3 = 4,
PLAYER_POSITION_ARENA_SLOT_4 = 5,
PLAYER_POSITION_ARENA_SLOT_5 = 6
};
/*
This class is used to:
1. Add player to battleground
2. Remove player from battleground
3. some certain cases, same for all battlegrounds
4. It has properties same for all battlegrounds
*/
class TC_GAME_API Battleground
{
public:
Battleground();
virtual ~Battleground();
void Update(uint32 diff);
virtual bool SetupBattleground() // must be implemented in BG subclass
{
return true;
}
virtual void Reset(); // resets all common properties for battlegrounds, must be implemented and called in BG subclass
virtual void StartingEventCloseDoors() { }
virtual void StartingEventOpenDoors() { }
virtual void ResetBGSubclass() { } // must be implemented in BG subclass
virtual void DestroyGate(Player* /*player*/, GameObject* /*go*/) { }
/* achievement req. */
virtual bool IsAllNodesControlledByTeam(uint32 /*team*/) const { return false; }
void StartCriteriaTimer(CriteriaTimedTypes type, uint32 entry);
virtual bool CheckAchievementCriteriaMeet(uint32 /*criteriaId*/, Player const* /*player*/, Unit const* /*target*/ = NULL, uint32 /*miscvalue1*/ = 0);
/* Battleground */
// Get methods:
std::string const& GetName() const { return m_Name; }
uint64 GetQueueId() const { return m_queueId; }
BattlegroundTypeId GetTypeID(bool GetRandom = false) const { return GetRandom ? m_RandomTypeID : m_TypeID; }
BattlegroundBracketId GetBracketId() const { return m_BracketId; }
uint32 GetInstanceID() const { return m_InstanceID; }
BattlegroundStatus GetStatus() const { return m_Status; }
uint32 GetClientInstanceID() const { return m_ClientInstanceID; }
uint32 GetElapsedTime() const { return m_StartTime; }
uint32 GetRemainingTime() const { return m_EndTime; }
uint32 GetLastResurrectTime() const { return m_LastResurrectTime; }
uint32 GetMaxPlayers() const { return m_MaxPlayers; }
uint32 GetMinPlayers() const { return m_MinPlayers; }
uint32 GetMinLevel() const { return m_LevelMin; }
uint32 GetMaxLevel() const { return m_LevelMax; }
uint32 GetMaxPlayersPerTeam() const { return m_MaxPlayersPerTeam; }
uint32 GetMinPlayersPerTeam() const { return m_MinPlayersPerTeam; }
int32 GetStartDelayTime() const { return m_StartDelayTime; }
uint8 GetArenaType() const { return m_ArenaType; }
BattlegroundTeamId GetWinner() const { return _winnerTeamId; }
uint32 GetScriptId() const { return ScriptId; }
uint32 GetBonusHonorFromKill(uint32 kills) const;
bool IsRandom() const { return m_IsRandom; }
// Set methods:
void SetQueueId(uint64 queueId) { m_queueId = queueId; }
void SetName(std::string const& name) { m_Name = name; }
void SetTypeID(BattlegroundTypeId TypeID) { m_TypeID = TypeID; }
void SetRandomTypeID(BattlegroundTypeId TypeID) { m_RandomTypeID = TypeID; }
//here we can count minlevel and maxlevel for players
void SetBracket(PvPDifficultyEntry const* bracketEntry);
void SetInstanceID(uint32 InstanceID) { m_InstanceID = InstanceID; }
void SetStatus(BattlegroundStatus Status) { m_Status = Status; }
void SetClientInstanceID(uint32 InstanceID) { m_ClientInstanceID = InstanceID; }
void SetElapsedTime(uint32 Time) { m_StartTime = Time; }
void SetRemainingTime(uint32 Time) { m_EndTime = Time; }
void SetLastResurrectTime(uint32 Time) { m_LastResurrectTime = Time; }
void SetMaxPlayers(uint32 MaxPlayers) { m_MaxPlayers = MaxPlayers; }
void SetMinPlayers(uint32 MinPlayers) { m_MinPlayers = MinPlayers; }
void SetLevelRange(uint32 min, uint32 max) { m_LevelMin = min; m_LevelMax = max; }
void SetRated(bool state) { m_IsRated = state; }
void SetArenaType(uint8 type) { m_ArenaType = type; }
void SetArenaorBGType(bool _isArena) { m_IsArena = _isArena; }
void SetWinner(BattlegroundTeamId winnerTeamId) { _winnerTeamId = winnerTeamId; }
void SetScriptId(uint32 scriptId) { ScriptId = scriptId; }
void ModifyStartDelayTime(int diff) { m_StartDelayTime -= diff; }
void SetStartDelayTime(int Time) { m_StartDelayTime = Time; }
void SetMaxPlayersPerTeam(uint32 MaxPlayers) { m_MaxPlayersPerTeam = MaxPlayers; }
void SetMinPlayersPerTeam(uint32 MinPlayers) { m_MinPlayersPerTeam = MinPlayers; }
void AddToBGFreeSlotQueue(); //this queue will be useful when more battlegrounds instances will be available
void RemoveFromBGFreeSlotQueue(); //this method could delete whole BG instance, if another free is available
void DecreaseInvitedCount(uint32 team) { (team == ALLIANCE) ? --m_InvitedAlliance : --m_InvitedHorde; }
void IncreaseInvitedCount(uint32 team) { (team == ALLIANCE) ? ++m_InvitedAlliance : ++m_InvitedHorde; }
void SetRandom(bool isRandom) { m_IsRandom = isRandom; }
uint32 GetInvitedCount(uint32 team) const { return (team == ALLIANCE) ? m_InvitedAlliance : m_InvitedHorde; }
bool HasFreeSlots() const;
uint32 GetFreeSlotsForTeam(uint32 Team) const;
bool isArena() const { return m_IsArena; }
bool isBattleground() const { return !m_IsArena; }
bool isRated() const { return m_IsRated; }
typedef std::map BattlegroundPlayerMap;
BattlegroundPlayerMap const& GetPlayers() const { return m_Players; }
uint32 GetPlayersSize() const { return uint32(m_Players.size()); }
typedef std::map BattlegroundScoreMap;
uint32 GetPlayerScoresSize() const { return uint32(PlayerScores.size()); }
uint32 GetReviveQueueSize() const { return uint32(m_ReviveQueue.size()); }
void AddPlayerToResurrectQueue(ObjectGuid npc_guid, ObjectGuid player_guid);
void RemovePlayerFromResurrectQueue(ObjectGuid player_guid);
/// Relocate all players in ReviveQueue to the closest graveyard
void RelocateDeadPlayers(ObjectGuid guideGuid);
void StartBattleground();
GameObject* GetBGObject(uint32 type, bool logError = true);
Creature* GetBGCreature(uint32 type, bool logError = true);
// Location
void SetMapId(uint32 MapID) { m_MapId = MapID; }
uint32 GetMapId() const { return m_MapId; }
// Map pointers
void SetBgMap(BattlegroundMap* map) { m_Map = map; }
BattlegroundMap* GetBgMap() const { ASSERT(m_Map); return m_Map; }
BattlegroundMap* FindBgMap() const { return m_Map; }
void SetTeamStartPosition(TeamId teamId, Position const& pos);
Position const* GetTeamStartPosition(TeamId teamId) const;
void SetStartMaxDist(float startMaxDist) { m_StartMaxDist = startMaxDist; }
float GetStartMaxDist() const { return m_StartMaxDist; }
// Packet Transfer
// method that should fill worldpacket with actual world states (not yet implemented for all battlegrounds!)
virtual void FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& /*data*/) { }
void SendPacketToTeam(uint32 TeamID, WorldPacket const* packet, Player* sender = NULL, bool self = true) const;
void SendPacketToAll(WorldPacket const* packet) const;
void SendChatMessage(Creature* source, uint8 textId, WorldObject* target = NULL);
template
void BroadcastWorker(Do& _do);
void PlaySoundToTeam(uint32 SoundID, uint32 TeamID);
void PlaySoundToAll(uint32 SoundID);
void CastSpellOnTeam(uint32 SpellID, uint32 TeamID);
void RemoveAuraOnTeam(uint32 SpellID, uint32 TeamID);
void RewardHonorToTeam(uint32 Honor, uint32 TeamID);
void RewardReputationToTeam(uint32 faction_id, uint32 Reputation, uint32 TeamID);
void UpdateWorldState(uint32 variable, uint32 value, bool hidden = false);
virtual void EndBattleground(uint32 winner);
void BlockMovement(Player* player);
void SendMessageToAll(uint32 entry, ChatMsg type, Player const* source = NULL);
void PSendMessageToAll(uint32 entry, ChatMsg type, Player const* source, ...);
// specialized version with 2 string id args
void SendMessage2ToAll(uint32 entry, ChatMsg type, Player const* source, uint32 strId1 = 0, uint32 strId2 = 0);
// Raid Group
Group* GetBgRaid(uint32 TeamID) const { return TeamID == ALLIANCE ? m_BgRaids[TEAM_ALLIANCE] : m_BgRaids[TEAM_HORDE]; }
void SetBgRaid(uint32 TeamID, Group* bg_raid);
void BuildPvPLogDataPacket(WorldPackets::Battleground::PVPLogData& pvpLogData);
virtual bool UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
static TeamId GetTeamIndexByTeamId(uint32 Team) { return Team == ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE; }
uint32 GetPlayersCountByTeam(uint32 Team) const { return m_PlayersCount[GetTeamIndexByTeamId(Team)]; }
uint32 GetAlivePlayersCountByTeam(uint32 Team) const; // used in arenas to correctly handle death in spirit of redemption / last stand etc. (killer = killed) cases
void UpdatePlayersCountByTeam(uint32 Team, bool remove)
{
if (remove)
--m_PlayersCount[GetTeamIndexByTeamId(Team)];
else
++m_PlayersCount[GetTeamIndexByTeamId(Team)];
}
virtual void CheckWinConditions() { }
// used for rated arena battles
void SetArenaTeamIdForTeam(uint32 Team, uint32 ArenaTeamId) { m_ArenaTeamIds[GetTeamIndexByTeamId(Team)] = ArenaTeamId; }
uint32 GetArenaTeamIdForTeam(uint32 Team) const { return m_ArenaTeamIds[GetTeamIndexByTeamId(Team)]; }
uint32 GetArenaTeamIdByIndex(uint32 index) const { return m_ArenaTeamIds[index]; }
void SetArenaMatchmakerRating(uint32 Team, uint32 MMR){ m_ArenaTeamMMR[GetTeamIndexByTeamId(Team)] = MMR; }
uint32 GetArenaMatchmakerRating(uint32 Team) const { return m_ArenaTeamMMR[GetTeamIndexByTeamId(Team)]; }
// Triggers handle
// must be implemented in BG subclass
virtual void HandleAreaTrigger(Player* /*player*/, uint32 /*trigger*/, bool /*entered*/);
// must be implemented in BG subclass if need AND call base class generic code
virtual void HandleKillPlayer(Player* player, Player* killer);
virtual void HandleKillUnit(Creature* /*creature*/, Player* /*killer*/) { }
// Battleground events
virtual void EventPlayerDroppedFlag(Player* /*player*/) { }
virtual void EventPlayerClickedOnFlag(Player* /*player*/, GameObject* /*target_obj*/) { }
void EventPlayerLoggedIn(Player* player);
void EventPlayerLoggedOut(Player* player);
virtual void ProcessEvent(WorldObject* /*obj*/, uint32 /*eventId*/, WorldObject* /*invoker*/ = NULL) { }
// this function can be used by spell to interact with the BG map
virtual void DoAction(uint32 /*action*/, ObjectGuid /*var*/) { }
virtual void HandlePlayerResurrect(Player* /*player*/) { }
// Death related
virtual WorldSafeLocsEntry const* GetClosestGraveYard(Player* player);
virtual WorldSafeLocsEntry const* GetExploitTeleportLocation(Team /*team*/) { return nullptr; }
// GetExploitTeleportLocation(TeamId) must be implemented in the battleground subclass.
void TeleportPlayerToExploitLocation(Player* player);
virtual void AddPlayer(Player* player); // must be implemented in BG subclass
void AddOrSetPlayerToCorrectBgGroup(Player* player, uint32 team);
virtual void RemovePlayerAtLeave(ObjectGuid guid, bool Transport, bool SendPacket);
// can be extended in in BG subclass
void HandleTriggerBuff(ObjectGuid go_guid);
void SetHoliday(bool is_holiday);
/// @todo make this protected:
GuidVector BgObjects;
GuidVector BgCreatures;
void SpawnBGObject(uint32 type, uint32 respawntime);
virtual bool AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime = 0, GOState goState = GO_STATE_READY);
bool AddObject(uint32 type, uint32 entry, Position const& pos, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime = 0, GOState goState = GO_STATE_READY);
virtual Creature* AddCreature(uint32 entry, uint32 type, float x, float y, float z, float o, TeamId teamId = TEAM_NEUTRAL, uint32 respawntime = 0, Transport* transport = NULL);
Creature* AddCreature(uint32 entry, uint32 type, Position const& pos, TeamId teamId = TEAM_NEUTRAL, uint32 respawntime = 0, Transport* transport = NULL);
bool DelCreature(uint32 type);
bool DelObject(uint32 type);
virtual bool AddSpiritGuide(uint32 type, float x, float y, float z, float o, TeamId teamId = TEAM_NEUTRAL);
bool AddSpiritGuide(uint32 type, Position const& pos, TeamId teamId = TEAM_NEUTRAL);
int32 GetObjectType(ObjectGuid guid);
void DoorOpen(uint32 type);
void DoorClose(uint32 type);
virtual bool HandlePlayerUnderMap(Player* /*player*/) { return false; }
// since arenas can be AvA or Hvh, we have to get the "temporary" team of a player
uint32 GetPlayerTeam(ObjectGuid guid) const;
uint32 GetOtherTeam(uint32 teamId) const;
bool IsPlayerInBattleground(ObjectGuid guid) const;
bool ToBeDeleted() const { return m_SetDeleteThis; }
void SetDeleteThis() { m_SetDeleteThis = true; }
void RewardXPAtKill(Player* killer, Player* victim);
bool CanAwardArenaPoints() const { return m_LevelMin >= BG_AWARD_ARENA_POINTS_MIN_LEVEL; }
virtual ObjectGuid GetFlagPickerGUID(int32 /*team*/ = -1) const { return ObjectGuid::Empty; }
virtual void SetDroppedFlagGUID(ObjectGuid /*guid*/, int32 /*team*/ = -1) { }
virtual void HandleQuestComplete(uint32 /*questid*/, Player* /*player*/) { }
virtual bool CanActivateGO(int32 /*entry*/, uint32 /*team*/) const { return true; }
virtual bool IsSpellAllowed(uint32 /*spellId*/, Player const* /*player*/) const { return true; }
uint32 GetTeamScore(uint32 TeamID) const;
virtual uint32 GetPrematureWinner();
// because BattleGrounds with different types and same level range has different m_BracketId
uint8 GetUniqueBracketId() const;
protected:
// this method is called, when BG cannot spawn its own spirit guide, or something is wrong, It correctly ends Battleground
void EndNow();
void PlayerAddedToBGCheckIfBGIsRunning(Player* player);
Player* _GetPlayer(ObjectGuid guid, bool offlineRemove, const char* context) const;
Player* _GetPlayer(BattlegroundPlayerMap::iterator itr, const char* context) { return _GetPlayer(itr->first, itr->second.OfflineRemoveTime != 0, context); }
Player* _GetPlayer(BattlegroundPlayerMap::const_iterator itr, const char* context) const { return _GetPlayer(itr->first, itr->second.OfflineRemoveTime != 0, context); }
Player* _GetPlayerForTeam(uint32 teamId, BattlegroundPlayerMap::const_iterator itr, const char* context) const;
/* Pre- and post-update hooks */
/**
* @brief Pre-update hook.
*
* Will be called before battleground update is started. Depending on
* the result of this call actual update body may be skipped.
*
* @param diff a time difference between two worldserver update loops in
* milliseconds.
*
* @return @c true if update must be performed, @c false otherwise.
*
* @see Update(), PostUpdateImpl().
*/
virtual bool PreUpdateImpl(uint32 /* diff */) { return true; }
/**
* @brief Post-update hook.
*
* Will be called after battleground update has passed. May be used to
* implement custom update effects in subclasses.
*
* @param diff a time difference between two worldserver update loops in
* milliseconds.
*
* @see Update(), PreUpdateImpl().
*/
virtual void PostUpdateImpl(uint32 /* diff */) { }
void _ProcessOfflineQueue();
void _ProcessResurrect(uint32 diff);
void _ProcessProgress(uint32 diff);
void _ProcessLeave(uint32 diff);
void _ProcessJoin(uint32 diff);
void _CheckSafePositions(uint32 diff);
void _ProcessPlayerPositionBroadcast(uint32 diff);
virtual void GetPlayerPositionData(std::vector* /*positions*/) const { }
// Scorekeeping
BattlegroundScoreMap PlayerScores; // Player scores
// must be implemented in BG subclass
virtual void RemovePlayer(Player* /*player*/, ObjectGuid /*guid*/, uint32 /*team*/) { }
// Player lists, those need to be accessible by inherited classes
BattlegroundPlayerMap m_Players;
// Spirit Guide guid + Player list GUIDS
std::map m_ReviveQueue;
// these are important variables used for starting messages
uint8 m_Events;
BattlegroundStartTimeIntervals StartDelayTimes[BG_STARTING_EVENT_COUNT];
// this must be filled in constructors!
uint32 StartMessageIds[BG_STARTING_EVENT_COUNT];
bool m_BuffChange;
bool m_IsRandom;
BGHonorMode m_HonorMode;
int32 m_TeamScores[BG_TEAMS_COUNT];
ArenaTeamScore _arenaTeamScores[BG_TEAMS_COUNT];
private:
// Battleground
BattlegroundTypeId m_TypeID;
BattlegroundTypeId m_RandomTypeID;
uint32 m_InstanceID; // Battleground Instance's GUID!
BattlegroundStatus m_Status;
uint32 m_ClientInstanceID; // the instance-id which is sent to the client and without any other internal use
uint32 m_StartTime;
uint32 m_CountdownTimer;
uint32 m_ResetStatTimer;
uint32 m_ValidStartPositionTimer;
int32 m_EndTime; // it is set to 120000 when bg is ending and it decreases itself
uint32 m_LastResurrectTime;
BattlegroundBracketId m_BracketId;
uint8 m_ArenaType; // 2=2v2, 3=3v3, 5=5v5
bool m_InBGFreeSlotQueue; // used to make sure that BG is only once inserted into the BattlegroundMgr.BGFreeSlotQueue[bgTypeId] deque
bool m_SetDeleteThis; // used for safe deletion of the bg after end / all players leave
bool m_IsArena;
BattlegroundTeamId _winnerTeamId;
int32 m_StartDelayTime;
bool m_IsRated; // is this battle rated?
bool m_PrematureCountDown;
uint32 m_PrematureCountDownTimer;
std::string m_Name;
uint64 m_queueId;
uint32 m_LastPlayerPositionBroadcast;
// Player lists
GuidVector m_ResurrectQueue; // Player GUID
GuidDeque m_OfflineQueue; // Player GUID
// Invited counters are useful for player invitation to BG - do not allow, if BG is started to one faction to have 2 more players than another faction
// Invited counters will be changed only when removing already invited player from queue, removing player from battleground and inviting player to BG
// Invited players counters
uint32 m_InvitedAlliance;
uint32 m_InvitedHorde;
// Raid Group
Group* m_BgRaids[BG_TEAMS_COUNT]; // 0 - alliance, 1 - horde
// Players count by team
uint32 m_PlayersCount[BG_TEAMS_COUNT];
// Arena team ids by team
uint32 m_ArenaTeamIds[BG_TEAMS_COUNT];
uint32 m_ArenaTeamMMR[BG_TEAMS_COUNT];
// Limits
uint32 m_LevelMin;
uint32 m_LevelMax;
uint32 m_MaxPlayersPerTeam;
uint32 m_MaxPlayers;
uint32 m_MinPlayersPerTeam;
uint32 m_MinPlayers;
// Start location
uint32 m_MapId;
BattlegroundMap* m_Map;
Position StartPosition[BG_TEAMS_COUNT];
float m_StartMaxDist;
uint32 ScriptId;
};
#endif